From e878a32263b4646384c3b331df5c5a8f11ccc616 Mon Sep 17 00:00:00 2001 From: tschesky Date: Thu, 25 Sep 2025 10:06:51 +0000 Subject: [PATCH] Introduce input modes and Pause Menu (#8) - Add input mode switching to the Input Manager - Automatically set input mode on scene load - UI for MainMenu and GameAndUI for other scenes - Add PauseMenu prefab, auto-loaded via the boostrap system - Automatically control PauseMenu visibility based on current scene Co-authored-by: AlexanderT Co-authored-by: Michal Pikulski Reviewed-on: https://homelab.tailf7f81b.ts.net/tschesky/AppleHillsProduction/pulls/8 --- Assets/Art/Textures/MenuIcon_PLACEHOLDER.png | Bin 0 -> 6169 bytes .../Textures/MenuIcon_PLACEHOLDER.png.meta | 195 ++ .../Runtime/CustomBootSettings_Runtime.asset | 1 + .../LiberationSans SDF.asset | 399 ++- Assets/Input/PlayerTouchActions.inputactions | 518 +++- Assets/Prefabs/Managers/InputManager.prefab | 2 +- Assets/Prefabs/UI/PauseMenu.prefab | 2500 +++++++++++++++++ Assets/Prefabs/UI/PauseMenu.prefab.meta | 7 + .../Scenes/Levels/AppleHillsOverworld.unity | 32 + Assets/Scripts/Input/InputManager.cs | 341 ++- Assets/Scripts/LevelS/LevelSwitch.cs | 3 + .../Player/PlayerController.cs | 1 + Assets/Scripts/Test.meta | 8 + Assets/Scripts/UI/PauseMenu.cs | 142 + Assets/Scripts/UI/PauseMenu.cs.meta | 2 + Assets/Settings/DivingMinigameSettings.asset | 2 +- 16 files changed, 3950 insertions(+), 203 deletions(-) create mode 100644 Assets/Art/Textures/MenuIcon_PLACEHOLDER.png create mode 100644 Assets/Art/Textures/MenuIcon_PLACEHOLDER.png.meta create mode 100644 Assets/Prefabs/UI/PauseMenu.prefab create mode 100644 Assets/Prefabs/UI/PauseMenu.prefab.meta create mode 100644 Assets/Scripts/Test.meta create mode 100644 Assets/Scripts/UI/PauseMenu.cs create mode 100644 Assets/Scripts/UI/PauseMenu.cs.meta diff --git a/Assets/Art/Textures/MenuIcon_PLACEHOLDER.png b/Assets/Art/Textures/MenuIcon_PLACEHOLDER.png new file mode 100644 index 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-public class InputManager : MonoBehaviour +namespace Input { - private static InputManager _instance; - private static bool _isQuitting = false; - - public static InputManager Instance + public enum InputMode { - get + Game, + UI, + GameAndUI, + InputDisabled + } + + /// + /// Handles input events and dispatches them to the appropriate ITouchInputConsumer. + /// Supports tap and hold/drag logic, with interactable delegation and debug logging. + /// + public class InputManager : MonoBehaviour + { + private const string UiActions = "UI"; + private const string GameActions = "PlayerTouch"; + + private static InputManager _instance; + private static bool _isQuitting = false; + + public static InputManager Instance { - if (_instance == null && Application.isPlaying && !_isQuitting) + get { - _instance = FindAnyObjectByType(); - if (_instance == null) + if (_instance == null && Application.isPlaying && !_isQuitting) { - var go = new GameObject("InputManager"); - _instance = go.AddComponent(); - // DontDestroyOnLoad(go); + _instance = FindAnyObjectByType(); + if (_instance == null) + { + var go = new GameObject("InputManager"); + _instance = go.AddComponent(); + // DontDestroyOnLoad(go); + } } + return _instance; } - return _instance; } - } - private PlayerInput playerInput; - private InputAction tapMoveAction; - private InputAction holdMoveAction; - private InputAction positionAction; - private ITouchInputConsumer defaultConsumer; - private bool isHoldActive; + private PlayerInput playerInput; + private InputAction tapMoveAction; + private InputAction holdMoveAction; + private InputAction positionAction; + private ITouchInputConsumer defaultConsumer; + private bool isHoldActive; - void Awake() - { - _instance = this; - // DontDestroyOnLoad(gameObject); - playerInput = GetComponent(); - if (playerInput == null) + void Awake() { - Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject."); - return; + _instance = this; + // DontDestroyOnLoad(gameObject); + playerInput = GetComponent(); + if (playerInput == null) + { + Debug.LogError("[InputManager] InputManager requires a PlayerInput component attached to the same GameObject."); + return; + } + tapMoveAction = playerInput.actions.FindAction("TapMove", false); + holdMoveAction = playerInput.actions.FindAction("HoldMove", false); + positionAction = playerInput.actions.FindAction("TouchPosition", false); } - tapMoveAction = playerInput.actions.FindAction("TapMove", false); - holdMoveAction = playerInput.actions.FindAction("HoldMove", false); - positionAction = playerInput.actions.FindAction("TouchPosition", false); - } - void OnEnable() - { - if (tapMoveAction != null) - tapMoveAction.performed += OnTapMovePerformed; - if (holdMoveAction != null) + private void Start() { - holdMoveAction.performed += OnHoldMoveStarted; - holdMoveAction.canceled += OnHoldMoveCanceled; + SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded; + SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name); } - } - void OnDisable() - { - if (tapMoveAction != null) - tapMoveAction.performed -= OnTapMovePerformed; - if (holdMoveAction != null) + private void SwitchInputOnSceneLoaded(string sceneName) { - holdMoveAction.performed -= OnHoldMoveStarted; - holdMoveAction.canceled -= OnHoldMoveCanceled; + if (sceneName.ToLower().Contains("mainmenu")) + { + Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to UI for MainMenu"); + SetInputMode(InputMode.UI); + } + else + { + Debug.Log("[InputManager] SwitchInputOnSceneLoaded - Setting InputMode to PlayerTouch"); + SetInputMode(InputMode.GameAndUI); + } } - } - void OnApplicationQuit() - { - _isQuitting = true; - } - - /// - /// Sets the default ITouchInputConsumer to receive input events. - /// - public void SetDefaultConsumer(ITouchInputConsumer consumer) - { - defaultConsumer = consumer; - } - - /// - /// Handles tap input, delegates to interactable if present, otherwise to default consumer. - /// - private void OnTapMovePerformed(InputAction.CallbackContext ctx) - { - Vector2 screenPos = positionAction.ReadValue(); - Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); - Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); - Debug.Log($"[InputManager] TapMove performed at {worldPos2D}"); - if (!TryDelegateToInteractable(worldPos2D)) + public void SetInputMode(InputMode inputMode) { - Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer"); - defaultConsumer?.OnTap(worldPos2D); + switch (inputMode) + { + case InputMode.UI: + playerInput.actions.FindActionMap(UiActions).Enable(); + playerInput.actions.FindActionMap(GameActions).Disable(); + break; + case InputMode.Game: + playerInput.actions.FindActionMap(UiActions).Disable(); + playerInput.actions.FindActionMap(GameActions).Enable(); + break; + case InputMode.GameAndUI: + playerInput.actions.FindActionMap(UiActions).Enable(); + playerInput.actions.FindActionMap(GameActions).Enable(); + break; + case InputMode.InputDisabled: + playerInput.actions.FindActionMap(UiActions).Disable(); + playerInput.actions.FindActionMap(GameActions).Disable(); + break; + } } - else + + void OnEnable() { - Debug.Log("[InputManager] Tap delegated to interactable"); + if (tapMoveAction != null) + tapMoveAction.performed += OnTapMovePerformed; + if (holdMoveAction != null) + { + holdMoveAction.performed += OnHoldMoveStarted; + holdMoveAction.canceled += OnHoldMoveCanceled; + } } - } - /// - /// Handles the start of a hold input. - /// - private void OnHoldMoveStarted(InputAction.CallbackContext ctx) - { - isHoldActive = true; - Vector2 screenPos = positionAction.ReadValue(); - Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); - Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); - Debug.Log($"[InputManager] HoldMove started at {worldPos2D}"); - defaultConsumer?.OnHoldStart(worldPos2D); - } - - /// - /// Handles the end of a hold input. - /// - private void OnHoldMoveCanceled(InputAction.CallbackContext ctx) - { - if (!isHoldActive) return; - isHoldActive = false; - Vector2 screenPos = positionAction.ReadValue(); - Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); - Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); - Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}"); - defaultConsumer?.OnHoldEnd(worldPos2D); - } - - /// - /// Continuously updates hold move input while active. - /// - void Update() - { - if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed) + void OnDisable() { + if (tapMoveAction != null) + tapMoveAction.performed -= OnTapMovePerformed; + if (holdMoveAction != null) + { + holdMoveAction.performed -= OnHoldMoveStarted; + holdMoveAction.canceled -= OnHoldMoveCanceled; + } + } + + void OnApplicationQuit() + { + _isQuitting = true; + } + + /// + /// Sets the default ITouchInputConsumer to receive input events. + /// + public void SetDefaultConsumer(ITouchInputConsumer consumer) + { + defaultConsumer = consumer; + } + + /// + /// Handles tap input, delegates to interactable if present, otherwise to default consumer. + /// + private void OnTapMovePerformed(InputAction.CallbackContext ctx) + { + if (EventSystem.current.IsPointerOverGameObject()) + { + return; + } + Vector2 screenPos = positionAction.ReadValue(); Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); - // Debug.Log($"[InputManager] HoldMove update at {worldPos2D}"); - defaultConsumer?.OnHoldMove(worldPos2D); - } - } - - /// - /// Attempts to delegate a tap to an interactable at the given world position. - /// Traces on the "Interactable" channel and logs detailed info. - /// - private bool TryDelegateToInteractable(Vector2 worldPos) - { - LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1; - Collider2D hit = Physics2D.OverlapPoint(worldPos, mask); - if (hit != null) - { - var consumer = hit.GetComponent(); - if (consumer != null) + Debug.Log($"[InputManager] TapMove performed at {worldPos2D}"); + if (!TryDelegateToInteractable(worldPos2D)) { - Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})"); - consumer.OnTap(worldPos); - return true; + Debug.Log("[InputManager] No interactable found, forwarding tap to default consumer"); + defaultConsumer?.OnTap(worldPos2D); + } + else + { + Debug.Log("[InputManager] Tap delegated to interactable"); } - Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found."); } - else + + /// + /// Handles the start of a hold input. + /// + private void OnHoldMoveStarted(InputAction.CallbackContext ctx) { - Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation."); + isHoldActive = true; + Vector2 screenPos = positionAction.ReadValue(); + Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); + Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); + Debug.Log($"[InputManager] HoldMove started at {worldPos2D}"); + defaultConsumer?.OnHoldStart(worldPos2D); + } + + /// + /// Handles the end of a hold input. + /// + private void OnHoldMoveCanceled(InputAction.CallbackContext ctx) + { + if (!isHoldActive) return; + isHoldActive = false; + Vector2 screenPos = positionAction.ReadValue(); + Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); + Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); + Debug.Log($"[InputManager] HoldMove canceled at {worldPos2D}"); + defaultConsumer?.OnHoldEnd(worldPos2D); + } + + /// + /// Continuously updates hold move input while active. + /// + void Update() + { + if (isHoldActive && holdMoveAction != null && holdMoveAction.phase == InputActionPhase.Performed) + { + Vector2 screenPos = positionAction.ReadValue(); + Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos); + Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y); + // Debug.Log($"[InputManager] HoldMove update at {worldPos2D}"); + defaultConsumer?.OnHoldMove(worldPos2D); + } + } + + /// + /// Attempts to delegate a tap to an interactable at the given world position. + /// Traces on the "Interactable" channel and logs detailed info. + /// + private bool TryDelegateToInteractable(Vector2 worldPos) + { + LayerMask mask = GameManager.Instance != null ? GameManager.Instance.InteractableLayerMask : -1; + Collider2D hit = Physics2D.OverlapPoint(worldPos, mask); + if (hit != null) + { + var consumer = hit.GetComponent(); + if (consumer != null) + { + Debug.unityLogger.Log("Interactable", $"[InputManager] Delegating tap to consumer at {worldPos} (GameObject: {hit.gameObject.name})"); + consumer.OnTap(worldPos); + return true; + } + Debug.unityLogger.Log("Interactable", $"[InputManager] Collider2D hit at {worldPos} (GameObject: {hit.gameObject.name}), but no ITouchInputConsumer found."); + } + else + { + Debug.unityLogger.Log("Interactable", $"[InputManager] No Collider2D found at {worldPos} for interactable delegation."); + } + return false; } - return false; } } diff --git a/Assets/Scripts/LevelS/LevelSwitch.cs b/Assets/Scripts/LevelS/LevelSwitch.cs index cbc29ff6..36d39fc5 100644 --- a/Assets/Scripts/LevelS/LevelSwitch.cs +++ b/Assets/Scripts/LevelS/LevelSwitch.cs @@ -96,6 +96,9 @@ public class LevelSwitch : MonoBehaviour // Setup menu with data and callbacks menu.Setup(switchData, OnMenuConfirm, OnMenuCancel); _isActive = false; // Prevent re-triggering until menu is closed + + // Switch input mode to UI only + InputManager.Instance.SetInputMode(InputMode.UI); } private async void OnMenuConfirm() diff --git a/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs b/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs index 9c3fa3cf..5a974a54 100644 --- a/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs +++ b/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs @@ -1,5 +1,6 @@ using UnityEngine; using AppleHills.Core.Settings; +using Input; namespace Minigames.DivingForPictures { diff --git a/Assets/Scripts/Test.meta b/Assets/Scripts/Test.meta new file mode 100644 index 00000000..f10bb29a --- /dev/null +++ b/Assets/Scripts/Test.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 23fdb60880dd05846a6e0d3681a02242 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/PauseMenu.cs b/Assets/Scripts/UI/PauseMenu.cs new file mode 100644 index 00000000..7b1f0efc --- /dev/null +++ b/Assets/Scripts/UI/PauseMenu.cs @@ -0,0 +1,142 @@ +using System; +using UnityEngine; +using UnityEngine.SceneManagement; +using Input; + +namespace UI +{ + public class PauseMenu : MonoBehaviour + { + [Header("UI References")] + [SerializeField] private GameObject pauseMenuPanel; + [SerializeField] private GameObject pauseButton; + + private void Start() + { + // Subscribe to scene loaded events + SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel; + + // Set initial state based on current scene + SetPauseMenuByLevel(SceneManager.GetActiveScene().name); + + // Initialize pause menu state + HidePauseMenu(); + } + + private void OnDestroy() + { + // Unsubscribe when destroyed + if (SceneManagerService.Instance != null) + { + SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel; + } + } + + /// + /// Sets the pause menu game object active or inactive based on the current level + /// + /// The name of the level/scene + public void SetPauseMenuByLevel(string levelName) + { + if (string.IsNullOrEmpty(levelName)) + return; + + bool isMainMenu = levelName.ToLower().Contains("mainmenu"); + gameObject.SetActive(!isMainMenu); + + if(!isMainMenu) + HidePauseMenu(); // Ensure menu is hidden when switching to a game level + + Debug.Log($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}"); + } + + /// + /// Shows the pause menu and hides the pause button. Sets input mode to UI. + /// + public void ShowPauseMenu() + { + if (pauseMenuPanel != null) + pauseMenuPanel.SetActive(true); + + if (pauseButton != null) + pauseButton.SetActive(false); + + // Change input mode to UI when menu is open + InputManager.Instance.SetInputMode(InputMode.UI); + } + + /// + /// Hides the pause menu and shows the pause button. Sets input mode to Game. + /// + public void HidePauseMenu() + { + if (pauseMenuPanel != null) + pauseMenuPanel.SetActive(false); + + if (pauseButton != null) + pauseButton.SetActive(true); + + // Change input mode back to Game when menu is closed + InputManager.Instance.SetInputMode(InputMode.Game); + } + + /// + /// Resumes the game by hiding the pause menu. + /// + public void ResumeGame() + { + HidePauseMenu(); + } + + /// + /// Exits to the main menu scene. + /// + public async void ExitToMainMenu() + { + // Replace with the actual scene name as set in Build Settings + var progress = new Progress(p => Debug.Log($"Loading progress: {p * 100:F0}%")); + await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress); + } + + /// + /// Exits the application. + /// + public void ExitGame() + { +#if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; +#else + Application.Quit(); +#endif + } + + /// + /// Loads a level based on the selection from a dropdown menu. + /// Connect this to a Dropdown's onValueChanged event and pass the selected option text. + /// + /// The selected level name or identifier from the dropdown + public async void LoadLevel(int levelSelection) + { + // Hide the pause menu before loading a new level + HidePauseMenu(); + + // Replace with the actual scene name as set in Build Settings + var progress = new Progress(p => Debug.Log($"Loading progress: {p * 100:F0}%")); + switch (levelSelection) + { + case 0: + await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress); + break; + case 1: + await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress); + break; + case 2: + await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress); + break; + case 3: + await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress); + break; + } + } + } +} diff --git a/Assets/Scripts/UI/PauseMenu.cs.meta b/Assets/Scripts/UI/PauseMenu.cs.meta new file mode 100644 index 00000000..bfa85656 --- /dev/null +++ b/Assets/Scripts/UI/PauseMenu.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: cb36c2845dc855a4c980ef9dec6ca127 \ No newline at end of file diff --git a/Assets/Settings/DivingMinigameSettings.asset b/Assets/Settings/DivingMinigameSettings.asset index 766926f6..58d56dd8 100644 --- a/Assets/Settings/DivingMinigameSettings.asset +++ b/Assets/Settings/DivingMinigameSettings.asset @@ -31,7 +31,7 @@ MonoBehaviour: surfacingSpawnDelay: 5 initialTileCount: 3 tileSpawnBuffer: 1 - moveSpeed: 2 + moveSpeed: 1 speedUpFactor: 0 speedUpInterval: 10 maxMoveSpeed: 12